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Closes #19287
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minor code refactors
Closes #19299
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boss) (#19076)
Closes #5114
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Closes #14616
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Very partial cherry pick of:
Core/Units: Updated melee/spell hit chance calculation
(cherry picked from commit 61c7161a1069f93948b8b4d80b501d9358b4844c)
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by Keader
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Vengeance/Corruption
- Patch 3.2.0 Notes: Only auto-attacks and Hammer of the Righteous can place the debuff on the paladin's current target(s).
Closes #19239
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update start) (#18910)
- Actions will not be dependent on processing moment
- Increased GameObjects cooldown resolution to milliseconds, fixes arming time of traps to be exactly one second and not something from range (1000, 1999)
- Created GameTime namespace and UpdateTime class and moved there some code out of world
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- ToPlayer() should never be null in this context
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Closes #19227
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Closes #19022
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This reverts commit bb46bfb8648cccf6cbdd922bba4e92166b861a49.
* Closes #19224
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* Add some more comments and cleanup the build script.
* Closes #18671
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- Splitted containers for flat modifiers and pct modifiers, as they now have different handling
- Amount is now multiplied only on apply; on unapply, iterate through auras and reset the counter
- Fixes many cases of rounding error due to applying/unapplying of small factors
- Allows amounts to be zeroed (ie with an AuraEffect of amount -100)
- Do a partial revert of 6dc37a9add631888fe5fbcd43d19c2b07bed8a57, auras should update amounts only for items allowed (ie no more giving crit to a sword while having an axe in the other hand and being Poleaxe spec'd)
- SPELL_AURA_MOD_SCALE now scales additively, rather than multiplicatively (checked in sniffs)
Closes #18687
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- Everything is sniffed, enjoy this hell of a quest!
Closes #12808
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SPELL_AURA_MOD_MINIMUM_SPEED (#18136)
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(d0f760420a671bc255c0d3ebec75e6837507a541 follow up)
Closes #19192
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disabling procs
(e7ccd8ea3fccad92af3553f544aad49be5d1a9ed followup)
- Fix some broken procs after c0cb823a91d4e3e71e4b7d76375c9e8667740cef
Closes #19068
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above 60
Closes #15734
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opcode (#18637)
- Added config option to enable / disable cache
- Reinitialize data on reload command use
- Always send WDB fields in item query
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Thanks Kittnz for notice <3
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sound on the start of each hour. (#19145)
* Script/GO: Alliance Bell, Horde Bell and Karazhan Bell will now send a bell sound on the start of each hour.
How many times it rings depence on the hour.
* fix little things from pr comments
* Added OnGameEvent
* Fix braces
* almost finished
* fix enum
* Add gameobjects to the game event
Fix override for InitializeAI
* enum squash
* remove braces
* Rename 9999_99_99_99_world.sql to 2017_02_19_01_world.sql
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- Possible crashes fixed
- Memory leak fixed
- Implemented checking of vehicle conditions
- Extended eventphasemask to 12 bits (sql required to change DB field type)
- SMART_EVENT_GOSSIP_HELLO - added possibility to detect for gameobject reportUse call
- Renamed action SMART_ACTION_SET_FLY to SMART_ACTION_SET_DISABLE_GRAVITY (to reflect actual functionality)
- Added targetsLimit to action SMART_ACTION_CAST and SMART_ACTION_INVOKER_CAST to limit max amount of targets (selected randomly)
- Action SMART_ACTION_TALK corrected to always work as intended
- Properly call GroupEventHappens in action SMART_ACTION_CALL_GROUPEVENTHAPPENS if invoker was charmed or owned by the player
- Properly utilize followAngle in action SMART_ACTION_FOLLOW (db orientation should be in degrees), but keep backward compatibility
- Added action SMART_ACTION_SET_CAN_FLY (119) 0/1
- Added action SMART_ACTION_REMOVE_AURAS_BY_TYPE (120) AuraType, can be used to exit vehicle for example
- Added action SMART_ACTION_SET_SIGHT_DIST (121) sightDist
- Added action SMART_ACTION_FLEE (122) fleeTime
- Added action SMART_ACTION_ADD_THREAT (123) +threat, -threat
- Added action SMART_ACTION_LOAD_EQUIPMENT (124) equipmentId
- Added action SMART_ACTION_TRIGGER_RANDOM_TIMED_EVENT (125) minId, maxId
- Added action SMART_ACTION_REMOVE_ALL_GAMEOBJECTS (126), removes all owned gameobjects
- Added action SMART_ACTION_STOP_MOTION (127), stopMoving, movementExpired
- Extended target SMART_TARGET_HOSTILE_SECOND_AGGRO with following parameters maxdist, playerOnly, powerType + 1
- Extended target SMART_TARGET_HOSTILE_LAST_AGGRO with following parameters maxdist, playerOnly, powerType + 1
- Extended target SMART_TARGET_HOSTILE_RANDOM with following parameters maxdist, playerOnly, powerType + 1
- Extended target SMART_TARGET_HOSTILE_RANDOM_NOT_TOP with following parameters maxdist, playerOnly, powerType + 1
- Extended target SMART_TARGET_THREAT_LIST with maxdist
- Extended target SMART_TARGET_OWNER_OR_SUMMONER to be able to get charmer/owner of current owner
- Added new target SMART_TARGET_FARTHEST with maxDist, playerOnly, isInLos restrictions
- Added SpellHit hook to GameObjectAI and extended SmartGameObjectAI to call SMART_EVENT_SPELLHIT when gameobject is hit by spell
- Call GameObjectAI Reset hook on gameobject respawn (for ex. to reset one time events in smart scripts)
- Fixed some logic errors in code
- SmartAI Escorts properly despawn escortee if no players are in range
- Disable Evading while charming creature with SmartAI
- Don't call SMART_EVENT_RESPAWN for dead units before they actually respawn
- Don't call SMART_EVENT_RESPAWN for not spawned gameobjects
- Properly call SMART_EVENT_RESPAWN for gameobject respawn
- Allow action SMART_ACTION_SET_IN_COMBAT_WITH_ZONE to utilize targetlist
- Allow action SMART_ACTION_CALL_FOR_HELP to utilize targetList
- Allow action SMART_ACTION_SET_INVINCIBILITY_HP_LEVEL to utilize targetList
- Allow action SMART_ACTION_SET_VISIBILITY to utilize targetList
- Allow action SMART_ACTION_SET_ACTIVE to utilize targetList
- Allow action SMART_ACTION_ATTACK_START to select random attack target instead of first on the list
- Allow gameobjects to summon gameobjects with action SMART_ACTION_SUMMON_GO
- Properly store action invokers for action SMART_ACTION_WP_START, if no player invokers are found, distance despawn check won't be used
- Allow action SMART_ACTION_WP_RESUME to compensate for the state the unit actually is in (eg. combat)
- Allow action SMART_ACTION_MOVE_TO_POS to select random of the avaiable targets, not only the first one.
- Allow action SMART_ACTION_MOVE_TO_POS to utilize x, y, z parameters as an offset to calculated coordinates
- Action SMART_ACTION_RESPAWN_TARGET should never modify respawntime of already spawned gameobjects, use dedicated function
- Properly delete ontime events created by SMART_ACTION_CREATE_TIMED_EVENT
- If action could not be started because conditions were not satisfied, do not recalculate the waittime to action repeattime, use smaller value to recheck more frequently
- Allow target SMART_TARGET_CLOSEST_PLAYER to be used by gameobjects
- Allow target SMART_TARGET_OWNER_OR_SUMMONER to be used by gameobjects
- Fixed SMART_EVENT_COUNTER_SET to be only called for the id that was incremented
- Changed the way counters work
- Protect PhaseInc from surpassing maximum phase
- Added loading checks for missing NON_REPEATABLE flag if no repeatmin, repeatmax is set
- Added spell validation for SMART_ACTION_CROSS_CAST
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Small indent and codestyle fixes
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* Replaced some FindPlayer calls with GetPlayer
Fixed some more crashes
* Correction
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Closes #19030
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Closes #16099
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Closes #5018
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changed the functionality to properly reset all possible criteria with given condition
Closes #18905
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despawning, and few others (#18998)
* Made some changes to kiting mechanics, simplified code and made taunt auras prolong combat no matter the distance from the spawn
Unified some creature despawning code, removed some brutal direct calls in scripts
Don't play death anim on forced despawn
Removed some redundant visibility changes on creature despawn
Fixed possible problem with pet initializing template info from difficulty greater than normal
Properly keep UNIT_FLAG_IN_COMBAT on UpdateEntry call
Moved RegenerateMana function to general Regenerate(Power) function
Fixed increased health regeneration from polymorph for pets
Implemented CREATURE_TYPE_FLAG_GHOST_VISIBLE, those creatures will be properly seen when player is dead also
Removed hackfix from Gaeriyan and Franclorn Forgewright, fixed properly
Simplified ForcedRespawnTime code in ForcedDespawn
Do not allow to assist unit while evading or when enemy is evading
Do not allow to attack other units when evading or when the unit is evading
Corrected distance checking code before creature is allowed to evade, should fix some common problems
Properly return summon position for summoned creatures as their respawn position
Properly stop all moving units on gossip hello, no matter their npc flags
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- Fixed possible exploit with tamed pets having template immunities
- Implemented binary resistances
- Corrected resistances calculations
- Pets properly inherit players spell penetration
- Fixed doubled block calculation for damaging melee spells
- Auras removing snare effects will only remove the snaring component
- Shapeshifting will properly remove movement impairing auras only and not crowd control (dragon's breath)
- Immunities are properly checked versus all schools appearing in spell, unit is immune only if immune to all schools
- Spells with melee and magic school mask should compare armor reduction with resistances and select smaller reduction
- Demonic Circle: Teleport no longer removes root effects
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* When iterating groups we have to either do it not in multithreaded context (map updates) or start with checking maps (they are guaranteed to change in single thread update).
* Properly clear ComboPoint references on player remove
* remove some possible references item may have when it is deleted during save.
* Also clear all hostile references when unit is removed from map.
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Closes #10017
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* Fixed spell timers
* Improved Codestyle
* Fixed minions number in 25 man
* Fixed movement
* Implemented DespawnAtEvade
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Closes #19005
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By Keader
Ref #18452
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